DArkHekRoMaNT Posted September 18, 2022 Author Report Share Posted September 18, 2022 On 9/4/2022 at 2:33 PM, Xarl said: Not sure if I misunderstand something but the teleporter(s) are not working for me. Found one at starting point, added a gear. Fund some minutes ago another one. Added a gear to that one aswell. Sigils starts to glow, but the only name that shows up is the name of the telepoter I am standing in. Version used is 1.16.5 Set SubNetworks to false in mod config Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted September 22, 2022 Author Report Share Posted September 22, 2022 v1.7.1 - Fixed saving teleport in singleplayer - Fixed reset teleports on load 1 Link to comment Share on other sites More sharing options...
TinyOrnstein Posted October 19, 2022 Report Share Posted October 19, 2022 (edited) I'm having an issue where everytime I restart my multiplayer server all the teleport names reset and everyone loses access to their teleports Edit: I had an old version, updated and it works now Edited October 19, 2022 by TinyOrnstein Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted October 25, 2022 Author Report Share Posted October 25, 2022 v1.8.0-pre.1 (unstable): - New simplify server-oriented teleport manager - UI refactoring - Teleport glowing - Improved teleport particles - Broken teleport not render seal now - Removed obsolete config command - Subnetwork not working now (in progress) 1 Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted October 27, 2022 Author Report Share Posted October 27, 2022 v1.8.0-pre.2 (unstable): - Added map marker for teleport - Added check for teleport exists on load - Added restore stability command (/rst or /rst [player]) - Added new config system (check /cfg and .cfg), old configs will be reset to default - Added import to WorldEdit command (/tpimp import) - Removed update min teleport distance on client 1 Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted October 29, 2022 Author Report Share Posted October 29, 2022 v1.8.0-pre.3 (unstable): - Added idle, active and player teleported sounds - Added enity teleported particles (not work correctly on long distance teleports) - Improved other particles - Removed progress ring - Fixed seal renderer during temporal effect - Fixed .tpdlg target teleport position - Fixed stability consumption not affected by StabilityTeleportMode - Improved teleport cancel check - Save config after editv1.8.0-pre.4 (unstable): - Fixed shader crash 1 Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted October 30, 2022 Author Report Share Posted October 30, 2022 v1.8.0-pre.5 (unstable): - Fixed missing textures on server #8 - Added tpimp pasteraw (not replace meta blocks) 1 Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted November 2, 2022 Author Report Share Posted November 2, 2022 (edited) v1.8.0-pre.6 (unstable): - Fixed resolving meta-spawners in tpimp pasteraw - Added move to teleport by click on map in creative - Save teleport frame when broken and render it in inventory - Added own structure generator: - Teleport structures randomization (biom-dependent stone, random roofing, wood and more) - Generate base and pillars, if required - Faster than vanilla generator (checks minimum distance first, not during structure generation) - Added new config options: - TeleportBuildProtected for teleport structure build protection mode (on, off or trader only) - BiomlessTeleports for generate only standart granite and aged wood teleports - DarknessMode for remove paper and metal lanterns from teleport structures Edited November 2, 2022 by DArkHekRoMaNT 1 Link to comment Share on other sites More sharing options...
Hells Razer Posted November 2, 2022 Report Share Posted November 2, 2022 Nice. Just a question though: 47 minutes ago, DArkHekRoMaNT said: TeleportBuildProtected for teleport structure build protection mode (on, off or trader only) What does this option do? Make the teleporter structure behave like the trader's wagons? Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted November 2, 2022 Author Report Share Posted November 2, 2022 11 minutes ago, Hells Razer said: Nice. Just a question though: What does this option do? Make the teleporter structure behave like the trader's wagons? Yeah. Teleport with a merchant already used claim, but now it can be configured for all teleport types 1 Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted November 8, 2022 Author Report Share Posted November 8, 2022 (edited) v1.8.0-pre.7 (unstable): - Added claim BuildOrBreak check for change frame - Changed rename dialog to edit dialog - Now you can also add note, change color and icon, pin teleport on the map or change the sort order via Shift + RMB on teleport block or RMB on the map icon - All teleport properties except name are client-side and not synced with other players - Name can only be changed if you have Use rights in claim (or you are in creative) - In the teleport list, names are sorted alphabetically (+client sort order) - Note is also displayed in hover text on the map and in the teleport list dialog - Added client config option for default icon and color of normal teleport, and color of broken teleport - Edit teleport dialog can be opened for broken teleport, but color will be ignored until repaired Edited November 8, 2022 by DArkHekRoMaNT 1 Link to comment Share on other sites More sharing options...
Xarl Posted December 2, 2022 Report Share Posted December 2, 2022 Is there a command list for the mod? Like in ,,show/name all teleport locations, Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted December 2, 2022 Author Report Share Posted December 2, 2022 2 hours ago, Xarl said: Is there a command list for the mod? Like in ,,show/name all teleport locations, /help and .help Mod commands with [tpnet] prefix. Also they should all be listed on moddb 1 Link to comment Share on other sites More sharing options...
Barnaby Posted December 20, 2022 Report Share Posted December 20, 2022 On 8/4/2022 at 3:24 PM, Arcitc Cuddlefish said: So I'm having a problem using /tpimp paste. I use the list to get the names, type /tpimp paste normal (or whichever one I try) and it tells me that it can't import because the filepath is missing. Only thing I can find myself is that the filepath it gives ends in "TeleportationNetwork_v1.16" and the actual file there is "TeleportationNetwork_v1.16.5_v1.6.0.zip_6fbc17aa98f6" Quote I'm using an existing world so haven't tested generation yet, but I'm trying to spawn one using the command /tpimp paste name, tried using several name options from the list and keep getting the same error:"Can't importC:\Users\***\AppData\Roaming\VintagestoryData\Cache\unpack\TeleportationNetwork_(cuts off in chat box)it does not exist.Any idea what the issue could be? I'm having the same issue as these two. Can't spawn new portals and this error comes up when I try. Link to comment Share on other sites More sharing options...
Xarl Posted December 24, 2022 Report Share Posted December 24, 2022 Thanks for the reply, forgot to check the mod page. I am still having the error that teleporters seems not to be connected with each other. I can´t choose a teleporter other than the one I am standing one. Version is 1.6.0 for game version 1.16.5. Subnetworks are set to false. Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted January 6, 2023 Author Report Share Posted January 6, 2023 v1.8.0-rc.1: - New simplify server-oriented teleport manager - UI refactoring - Subnetwork not working now (in progress) - Added map marker for teleport - Added check for teleport exists on load - Added restore stability command (/rst or /rst [player]) - Added new config system (check /cfg and .cfg), old configs will be reset to default - Added import to WorldEdit command (/tpimp import) - Added idle, active and player teleported sounds - Added enity teleported particles (not work correctly on long distance teleports) - Added teleport glowing - Removed progress ring - Improved teleport particles - Broken teleport not render seal now - Fixed seal renderer during temporal effect - Fixed .tpdlg target teleport position - Fixed stability consumption not affected by StabilityTeleportMode - Improved teleport cancel check - Added tpimp pasteraw (not replace meta blocks) - Added move to teleport by click on map in creative - Save teleport frame when broken and render it in inventory - Added own structure generator: - Teleport structures randomization (biom-dependent stone, random roofing, wood and more) - Generate base and pillars, if required - Faster than vanilla generator (checks minimum distance first, not during structure generation) - Added new config options: - TeleportBuildProtected for teleport structure build protection mode (on, off or trader only) - BiomlessTeleports for generate only standart granite and aged wood teleports - DarknessMode for remove paper and metal lanterns from teleport structures - Added claim BuildOrBreak check for change frame - Changed rename dialog to edit dialog - Now you can also add note, change color and icon, pin teleport on the map or change the sort order via Shift + RMB on teleport block or RMB on the map icon - All teleport properties except name are client-side and not synced with other players - Name can only be changed if you have Use rights in claim (or you are in creative) - In the teleport list, names are sorted alphabetically (+client sort order) - Note is also displayed in hover text on the map and in the teleport list dialog - Added client config option for default icon and color of normal teleport, and color of broken teleport - Edit teleport dialog can be opened for broken teleport, but color will be ignored until repaired New since pre.7: - Added config for disable special teleports - Fixed tpimp command 1 Link to comment Share on other sites More sharing options...
Katlamos Posted January 12, 2023 Report Share Posted January 12, 2023 We have a teleporter on my server that is claimed by a trader, and we can't seem to repair the teleporter. Are the building ones that have traders living in them unable to be fixed? Right clicking with the gear just eventually sets our spawn there Link to comment Share on other sites More sharing options...
LordOfWomen Posted January 29, 2023 Report Share Posted January 29, 2023 Critical error occurred in the following mod: tpnet@1.8.0-rc.1 i keep getting this when i try and play single player Link to comment Share on other sites More sharing options...
Karagryphon Posted April 18, 2023 Report Share Posted April 18, 2023 broken, in 1.18.0-rc.6 check a aged crate, after removing mod, it was a? I'm guessing it might be a invalid block? updating blocks around teleport caused crash. Game Version: v1.18.0-rc.6 (Unstable) 4/18/2023 4:30:35 PM: Critical error occurred in the following mod: tpnet@1.10.0 Loaded Mods: backpackpackplus@1.0.3, canmarket@0.2.2, moreclasses@1.2.5, moremolds@1.4.12, nightwatcher@1.4.0, primitivesurvival@3.1.5, game@1.18.0-rc.6, animalcages@2.1.1, carryon@1.0.0-rc.2, coinage@1.3.0, commonlib@2.0.3, electricity@0.0.8, petai@1.6.0, prospectorinfo@4.1.4, usefulstuff17@1.1.3, creative@1.18.0-rc.6, survival@1.18.0-rc.6, xlib@0.7.0-pre.3, playercorpse@1.7.1, tpnet@1.10.0, wolftaming@1.6.0, xskills@0.7.0-pre.5 System.NullReferenceException: Object reference not set to an instance of an object. at TeleportationNetwork.BlockTeleport.OnPickBlock(IWorldAccessor world, BlockPos pos) in TeleportationNetwork/Block/BlockTeleport.cs:line 186 at Vintagestory.API.Common.Block.GetPlacedBlockName(IWorldAccessor world, BlockPos pos) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 2060 at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.ComposeBlockInfoHud() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockAndEntityInfo.cs:line 56 at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.BlockInView() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockAndEntityInfo.cs:line 190 at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 84 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 807 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 709 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 681 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 625 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 119 at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476 at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452 at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375 at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 Link to comment Share on other sites More sharing options...
DArkHekRoMaNT Posted April 19, 2023 Author Report Share Posted April 19, 2023 @Karagryphon Fixed in v1.10.1 Link to comment Share on other sites More sharing options...
Karagryphon Posted April 22, 2023 Report Share Posted April 22, 2023 On 4/19/2023 at 3:33 AM, DArkHekRoMaNT said: @Karagryphon Fixed in v1.10.1 thanks, your amazing~ Link to comment Share on other sites More sharing options...
President Cthulhu Posted June 16, 2023 Report Share Posted June 16, 2023 @DArkHekRoMaNT I've run into an issue with an unknown block ID 11918: Link to comment Share on other sites More sharing options...
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